Claude Code Plugins

Community-maintained marketplace

Feedback

mechinterp-ability-semantics

@cesaregarza/SplatNLP
0
0

Reference for ability family semantic groupings and gameplay meanings

Install Skill

1Download skill
2Enable skills in Claude

Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

Click "Upload skill" and select the downloaded ZIP file

Note: Please verify skill by going through its instructions before using it.

SKILL.md

name mechinterp-ability-semantics
description Reference for ability family semantic groupings and gameplay meanings

MechInterp Ability Semantics Reference

This skill provides domain knowledge about ability semantic groupings in Splatoon 3. Use this reference AFTER forming hypotheses to validate interpretations against gameplay semantics.

When to Use This Skill

  1. After observing patterns in enhancers/suppressors
  2. When interpreting what a feature "means" strategically
  3. To check if observed groupings match known semantic categories
  4. To avoid missing obvious semantic interpretations

IMPORTANT: Form hypotheses from data FIRST, then check this reference. Don't use this to guide initial exploration.

Semantic Groupings

Death-Mitigation (Death-Accepting) Abilities

These abilities provide value when the player dies. Players using these implicitly accept that dying is part of their strategy.

Ability Effect Strategic Implication
quick_respawn Faster respawn after death Aggressive trading, accepts deaths
special_saver Keep more special charge on death Death is acceptable, special matters
comeback Stat boost for 20s after respawn Deliberately plays for respawn buff
respawn_punisher Punish enemy deaths, accept own Very aggressive, kill-or-be-killed

Interpretation: If these are suppressed, the feature likely encodes "death-averse" or "survival-focused" builds.

Mobility Abilities

Enhance movement speed and repositioning.

Ability Effect Strategic Implication
swim_speed_up Faster movement in ink Rotation, flanking, escaping
run_speed_up Faster movement while shooting Strafe fights, aggressive positioning
quick_super_jump Faster super jump Rotation, escaping danger
stealth_jump Hidden super jump Flanking, aggressive repositioning

Special-Focused Abilities

Center gameplay around special weapons.

Ability Effect Strategic Implication
special_charge_up Build special faster Special-centric playstyle
special_power_up Stronger special effects Special investment, timing-based
special_saver Keep charge on death Special preservation

Ink Efficiency Abilities

Sustain ink output over time.

Ability Effect Strategic Implication
ink_saver_main Less main weapon ink usage Sustained fire, painting
ink_saver_sub Less sub weapon ink usage Sub-focused builds
ink_recovery_up Faster ink tank refill Sustained pressure

Defensive Abilities

Protect against enemy effects.

Ability Effect Strategic Implication
ink_resistance_up Reduced enemy ink damage Frontline fighting
sub_resistance_up Reduced sub weapon damage Counter-sub, defensive
intensify_action Squid surge, squid roll buffs Evasive maneuvers

Aggressive/Slayer Abilities

Abilities that enhance kill potential.

Ability Effect Strategic Implication
ninja_squid No ripples while swimming Flanking, ambush
stealth_jump Hidden landing marker Aggressive rotation
thermal_ink Track damaged enemies Hunting, finishing kills
respawn_punisher Punish enemy deaths Commit to kills

Situational/Utility Abilities

Niche or situational effects.

Ability Effect Strategic Implication
opening_gambit Strong start-of-game buff Opening rushes, early aggression
last_ditch_effort End-of-game buff Clutch plays, overtime
comeback Post-death buff Death-accepting aggression
tenacity Special charge when team disadvantaged Team support
object_shredder Damage to non-player objects Objective control
drop_roller Roll on super jump landing Safe aggression, repositioning
haunt Track killer after death Information after death

Semantic Oppositions

Some ability groupings are conceptually opposed:

Concept A vs Concept B
Death-accepting (QR, SS, CB) Death-averse (survival builds)
Special-focused (SCU) Paint/efficiency-focused (ISM, ISS)
Aggressive (ninja_squid, SJ) Defensive (IR, SR)
Frontline (RSU, ninja_squid) Backline (SSU, QSJ)

Interpretation Patterns

Pattern: Death-Mitigation Suppression

If observed: quick_respawn, special_saver, comeback appear as suppressors (low high_rate_ratio)

Interpretation: Feature encodes builds that avoid dying. Players with high activation prioritize survival over respawn efficiency.

Example label: "Death-Averse Special Build" or "Clean SCU Stacker (no death perks)"

Pattern: SCU + Opening Gambit Enhancement

If observed: special_charge_up + opening_gambit both enhanced

Interpretation: Feature encodes aggressive opening special rushes. Get special fast, use it early.

Example label: "Opening Special Rush" or "First Special Aggression"

Pattern: Mobility + Slayer Enhancement

If observed: ninja_squid, stealth_jump, swim_speed_up enhanced

Interpretation: Feature encodes flanking/slayer playstyle.

Example label: "Aggressive Flanker Kit"

Pattern: Defensive Suppression

If observed: ink_resistance_up, sub_resistance_up suppressed

Interpretation: Feature prefers builds that don't need defensive abilities (perhaps ranged or support).

Example label: "Backline Support (no frontline abilities)"

Common Misinterpretations

What You See Naive Interpretation Better Interpretation
SCU dominant "SCU detector" Check for suppressed abilities to understand WHAT KIND of SCU
Death perks suppressed "Anti-death feature" "Death-AVERSE build" - players who don't plan to die
Mobility enhanced "Mobility detector" Check if specific mobility type (flanking vs rotation)
Single weapon class "Weapon-specific" Check ability patterns - might be playstyle, not weapon

Checklist for Semantic Validation

After forming a hypothesis, verify:

  1. Does the enhancer pattern match a known semantic group?
  2. Does the suppressor pattern match an opposing semantic group?
  3. Is the interpretation consistent with gameplay strategy?
  4. Could there be a simpler explanation (pure token detection)?
  5. Does the weapon distribution support the semantic interpretation?

See Also

  • mechinterp-investigator: Overall investigation workflow
  • mechinterp-overview: Now includes bottom tokens (suppressors)
  • token_influence_sweep: Experiment type for detailed influence analysis